Zarrath, the Free City

The Free City of Zarrath is an enormous metropolis on the continent of Lithria that acts as a trade hub for the continent and a cultural melting pot for all who visit for trade and business of all kinds. Zarrath is a melting pot of cultures and ethnicities of lands all throughout the Maelstrom Sea and beyond. The leaders of Zarrath are those with influence and property within the city, most merchants or landowners, who form an assembly and council who appoint the head of government. The true leaders of Zarrath, however are those who rise to prominence on the streets, canals, and caves.
  The city is carved from a basin in the middle of small mountain range on the border of the Azur Run Gulf through which the Kesmili River runs. The city was originally settled by a group of riverfolk from the canyons further north as a trade hub for resources in the mountains, mostly consisting of stone, precious gems (garnets, rubies, etc.), and some ores. They built their homes into the stone of the canyons and learned to control water reserves that they also sold to passing caravans and nomads, which became a booming business when the formerly lush land of northern Lithria became the desert known as the Burning Expanse - but also made it a target of many jealous nomadic tribes and reestablishing nations in the region. With the expansion of the city, its citizens decided to make it a port by widening a short channel that the basin drained out of into a larger path to the shore.
  As the town grew into a city and eventually the hub for trade first in northern Lithria then beyond via the port, the city became the target of many for conquest. Over its many centuries of existence, since the Age of Magic or before, Zarrath has been ruled by most of the nations and political powers at one point, most recently Khalimar. They declared their "free city" stance a little over half a century ago when the merchant lords of the city rose up to become its leadership. 
  Since that time, Zarrath has held to its Free City status, regardless of attempts to retake it as lately as less than two centuries ago. It is a city that declares no vassalage to nation or empire, but welcomes all to live and trade within its mountain walls.

Demographics

Zarrath has become a melting pot of cultures and ancestries, nearly anyone from any walk of life can be found in the city. Merchants and tradespeople tend to be the most successful. Merchants, landowners, and patrons of trades are the most likely to become part of the ruling class with a few exceptions such as ambassadors and influential people. There are a large amount of industrial jobs that are populated by the populace such as miners, metalworkers, and masons.
Ancestry-wise, Zarrath is much like the rest of the world in that it is a human-dominated city. Dwarves Dwarves, Orcs, hauflin, raeikyn (lizardfolk), and half-elves are also commonly seen in any region of the city. Elves (specifically, most commonly dawn elves), kobolds, tieflings, and a recent arrival of genasi from the plane of fire, have made their own neighborhoods and enclaves they remain primarily. Any other ancestry can be found mixed among the populace. Even members of the fey courts of Faerie or more rarely, the Fabrites of Axiom have been known to visit or even make a home in the city.

Government

The government of Zarrath is headed by the Chief Magistrate who acts as both head of state and government.
The Chief Magistrate is elected by and from a small council of their peers known as the Council of Facets, each with the title of Magistrate. They act as the cabinet of the Chief Magistrate and a second legislative body.
The primary legislative body of Zarrath is a large council of land owners, wealthy merchants, and powerful individuals within the city known as the Garnet Assembly. From their number they elect the Council of Facets to act as cabinet and overseeing body of the Chief Magistrate.
The judiciary of Zarrath, the Assessor Conclave is chosen primarily by the Facet Council as a separate body. These judges are chosen by the people in each district then approved by the Facet Council, and oversee the various districts they are appointed by as each district is like a town or city unto itself. Courtrooms are often sat with either three or five judges to a case and at least one from a separate district. A set of high judges are appointed by the Assessors Conclave to serve as necessary. In the rare occasion in which major cases call for the high judges to assemble for a case, a group of judges from across the city traditionally also attend to act as counsel for the high judges.

Defences

The major defense of the city is its difficulty to access via land. There is only one easily passable path into the city from inland. The path is a canyon large enough for foot and caravan traffic, but many larger caravans, especially sandships from the Expanse, cannot make their way into the path comfortably and are made to leave their carts, ships or otherwise in a stable hosted in an outer settlement that also sells excess water stores from Zarrath to nomadic caravans. This pathway winds through the canyon alongside the river for nearly a mile before reaching the outskirts of the Basin. A traditional army, especially cavalry, would find it difficult if not impossible to maneuver against a defending force.
The main built defenses lie in aerial and sea defense. Helix Island has been set as both a fortress for defense and a harbor for a strong naval force. High walls around the city are dotted with ballistae and - more common as the years go by - artificed and arcane defenses such as firebolt towers and thunder throwers. The city has also raised a sizable force of aerial riders to patrol the skies for both guard of improper use of magical or mundane flight within the city and to watch for threats.

Industry & Trade

Any industry or trade, legal and illegal can be found in Zarrath if one looks for it. The city is a mix of all forms and traditions of trades, and a place of innovation for those with a more technological mindset.

Infrastructure

  • Windmills along the top tier of the Pendants district set toward the Azure Run where grains are milled.
  • Watermills are set along the riverside toward the entrance side of the city.
  • Several bridges high enough for canal boats and river ferries to fit under span the river that flows through the Basin at multiple points.
  • Canals and aqueducts carry water from the river to reservoirs, cisterns, sewers, and overflow waterways.
  • A set of golem-powered underground carriages have been built to east transportation between various parts of the city.
  • Lifts (both vertical and angled) have been erected for transportation between lower and upper elevations of the city.

Districts

The city is made up of a multitude of neighborhoods and small districts through small passages in the stone, but the major districts are:

The Azure

The Azure is the docks district. It is the only district outside the mountains that border the city. It is the lifeblood of trade from other shores, and watched closely by the guard (though not as closely as the internal trade districts). The Azure houses fishers, sailors, and shipwrights, and has several inns and taverns for those who come to Zarrath only to drop and pick up goods, many of which are rather rowdy well in to the night with drinking songs of the sailors and adventuring types that frequent them.

The Basin

The major area of the city sits in a basin created over centuries of wear by the water of the river that now runs through the city. With the river now running through instead of collecting, the walls of the tiered landscape of smooth red-orange rock has been built in to, and much of the open space has been built up. Much of the central portion of the city around the still expansively wide river is taken up by temporary stalls and tents for merchants. The Basin is technically made up of several districts, the contents being larger than most other cities, but most refer to the area simply as the Basin. Holds the main University on one of its upper tiers.

The Shade

A smaller basin that is between Garnet's Gleam and Pendants. It is rarely in the sun, always lit indirectly except around noon, but even then, the many colorful banners that hang over the district restrict the light and give it a technicolor pallet for the couple hours the sun is overhead.

The Vault

A residential area in a canyon area that wraps around the Dawn's Rise.  

Helix Island

  Holds the naval shipwrights, fortresses, and docks.

Garnet's Gleam

Holds the government offices, the college of war, statecraft and strategy, and high judiciary court

The Lights

Holds the theater, bards college, gallery, and several fashion shops.

Pendants

Holds the gardens, the arcane academy, and the library.

The Whispers

The Whispers is closer defined as a suburb of Zarrath proper. It is an outlying district and one of the oldest existing major mining operations of the city. The Whispers is run primarily by the kobolds of the adjoining neighborhood, the Lair, who have mined the district for hundreds of years since they were held as an indentured work force by the dwarves that once held this district. The kobolds administer the mines and are still the primary work force, but often employ the populace either permanently or in waves as new veins of gems or minerals are located. The district's distance from the center of the city has given it a mix of inhabitants and buildings from simple homes with little room to a few expansive buildings.
The primary exports and industries in the Whispers are mining, foundries and smelteries, metalworking, a few jewel crafters, and masonry.

The Shallows

The Shallows is a primarily residential district on the outskirts of the major districts of Zarrath. It is named for the pools of shallow water that collect at its lowest portions during more dangerous flood seasons when the river overflows and the dams put in place displace the water too far out of their channel, causing it to flow down the path that leads to the low-lying neighborhood. The district is one of the poorest in the city and has often been ran by numerous gangs and criminal organizations who prey on the rarely patrolled area of the city.

Neighborhoods and Enclaves

The Lair
Also known as the Kobold Enclave and the Dens (or still derogatorily named by some in the city, The Pens), this neighborhood consists of a few small, narrow canyons that connect on a side path between the Whispers and the Vault. The Lair is a partially underground canyon dotted with dozens - if not hundreds - of burrows dug along the length and up along carved paths for dozens of feet overhead. These burrows are an elaborate cave system made by the kobolds who live in this neighborhood that was once their pen just over ninety years ago.
The kobolds don't often get aggressive with outsiders as many expect of the misunderstood creatures, but they are very defensive of their homes and people. This of course doesn't mean that travelers through the Lair won't come in contact with a group or two of kobolds looking to make some quick money or snatch a trinket off clueless passersby.
Here, one of the members of the Facet Council lives, to the surprise of some and disgruntled annoyance of others. The Gitt, the Kobold King of Kings - also known as the Dragon King of Kobolds - has led the kobolds of the Lair for just under three decades, the longest a kobold "king of kings" has led their people before being dethroned by another of the kings (clan leaders). Git holds a great deal of respect within his own people as they believe he has the soul of a true dragon.
Little Alloy
A small neighborhood, rising only recently from the influx of refugees fleeing rumored conflict in the city of Alloy in the elemental plane of fire. Primarily made up of fire genasi, there are some groups of azer who have also made their way into the city.
Dawn's Rise
A neighborhood of dawn elves, also frequented by eldar elves from the Ascendency. Popular among various industries including clothiers, smiths, jewelers, painters, etc. hoping to catch the eye of one of the elven nobles who have been known to give patronage to those who impress them.
Maladh
A neighborhood formed following the exodus of tieflings, mages, and their supporters from Harental during the Devils Purge just over fifty years ago.

Guilds and Factions

There are several factions and guilds in Zarrath. Some of the most influential or infamous are:

Architecture

While Zarrath has a mixture of various cultures that have expressed themselves in the architecture of the city, most is based around its original (or at least most memorable) roots in Khalimar. Public buildings where people gather, especially temples, halls, vaults, and government buildings, are built on a large scale with a focus on design that catches the eye.  Many walls of buildings and in public areas are carved and covered in mosaic tiles of various colors. These sculptures also focus on theatricality, drama, and the experience of the viewer. Banners and cloths are draped across streets and between buildings. Homes are painted or tiled in colorful mosaics.

Climate

Zarrath shares the same heat year round as their neighbors with some respite in the form of cooler winds occasionally coming from the Azure Run gulf. It does not get as hot as the deeper desert, but the weather in the summer can reach into the 110s and rarely goes below 60 in the winter. Methods for keeping the city cool have been created to combat the more intense heat.

Natural Resources

Zarrath was founded as a gem trading town with mines that dug deep into the mountains, finding rubies and garnets as well as other precious stones and ores. The city also produces some of its own fruits and vegetables from constructed gardens and in the cooler, dimmer parts of the city where they aren't overwhelmed by the light or heat.
Founding Date
330 AoM (as Free City)
Alternative Name(s)
Garnet City, City of Stone
Type
Metropolis
Population
250,000+
Inhabitant Demonym
Zarran
Location under

Head of Government 
Chief Magistrate
Government System
Meritocracy Republic (& Plutocracy)
Economic System
Market Economy
Executive Body
Chief Magistrate & Facet Council Legislative Body
Garnet Assembly
Judicial Body
Assessor Conclave
Neighboring Nations & Powers
Blackburn Dominion 
Khalimar 
Burning Expanse Nomads

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